Making of Female Rogue
by Dani Garcia Web: www.woodys3d.com


Texturing


When texturing, I always use a combination of real photos and hand made paintings to create them. I usually create a base texture using the real photos, and I start adding more layers over them, using more real photos and/or hand made paintings to get different colorations all over the texture. I use that method in all kind of textures, body, clothes or environment. Using the body texture as an example, I start creating that base layer using real photos to cover the whole texture map, trying to delete all the details that are not needed at this point, like the highlights, shadows, wrinkles... Then I start adding layers over it, using real photos to add details (like the lips, nipples, the belly button...), using hand painted layers to add diferent colorations (adding reds and blues, making darker and lighter zones...) and also adding smaller details like wrinkles, spots, veins...



Having all those parts in diferent layers, allow me to create the other maps I can need (specular, bump...) very fast, adding a few hue/saturation or brightness/contrast effects on the top layers and being able to turn on and off the layers I don't need for each texture.

I used mental ray to render the scene, so most of the materials were done with the mental ray architectural material. There isn't much to explain about it, most of them had difuse, bump, specular and environment maps, but maybe the skin material is more interesting. The material can be seen in the image. From top to bottom, the maps are the diffuse map, subdermal map (a much redish version of the difuse), the specular map and two blue noises to give some randomness to the specular parts. There's also a normal map in the bump channel, but it can't be seen on the image.





Posing, Environment and Lighting

I did the posing in max, using a biped to move a the low poly version of the body, and using the skin wrap modifier in the high poly objects, so the biped was moving the low poly version, and that low poly version was moving the high poly objects. Once I had the pose I wanted, I just had to tweak the parts that were not looking well, like the shoulders, elbows and so. I did this using a proxy version of the environment, a few boxes and planes, just enough to know where would the volumes be, which also helped me placing the camera.


Once I had the body posed, I did the high poly versions of the environment. Most of it are also planes and boxes (the walls and the wood parts). The only part a bit trickier was the roof. To do it, I modeled and unwrapped one of the tiles, and then I cloned it to create a vertical line, making sure to make the same with the unwrap, having all those pieces in a vertical line, and not all on the same place. Then I duplicated all the tiles, mirrored them and placed them to create one of the lower lines. Once I had that I duplicated all the structure again, enough times to fill all the roof. This way I just had to tweak the unwrap again, placing the unwrapped tiles more or less in the same way they were placed in the 3d scene, but with the previous work I had done I just had to select each of the lines and move them, instead of having to move them one by one. Once all this was done, I used a FFD box modifier to get some randomness on them (lowering some parts and moving a few other up), and I finally moved a few of the tiles individually to finish adding a bit more randomness.



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